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@Shroompy said:
I mean tbf these last few patches have actually been pretty good in terms of bugs and balance
Boons are pretty good for the game, its just their current itterations are a bit overtuned, mainly the range. I would lower it to 16m and make it only work on the same floor, this way you cant have a Boon at the top of Library covering a VERY large portion of the map and being very hard to access as the killer. Circle of Healing isnt strong it self, it just highlights how broken healing really can be. Nerf healing and CoH takes a hit.
I mean, Exponential is fine as it is right now. Shadow step is quite healthy too. It's CoH where the range is quite the issue.
Personally, I wouldnt even mind if they added a curve to the healing. Where you can heal yourself up in 16 seconds at any point(still needs to be reduced to at least 20 meters), but the speed going from 0% bonus speed to 100% bonus speed the closer you are at the totem. Meaning you would need to go to a very specific spot on the map to have a higher healing speed.
As for healing in general, I would actually make healing basekit 32 charges instead of 16 right now. That way self-care doesnt need a negative multiplier anymore, Circle of Healing could actually have its 100% healingspeed while being fair(self-healing actually does have the 100% healing bonus, but the numbers are heavily tweaked so it would still be 16 seconds), and medkits overall would recieve quite a hefty, but long due nerf.
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/2699893#Comment_2699893
No Freddy is not LGBT. He is a pedophile, which is not a sexual orientation but a paraphilia (psychological disorder).
Oh, that too, but one doesnt exclude the other.
As for pedophilia being a sexual orientation or not is somewhat up for debate, because its not something they choose or have control over(by our definition of sexual orientation, it would check all marks).
The biggest reason we call it a disorder is because the person of interest cannot legally or morally consent. And acting upon it is an irrational, immoral and illegal decision.
So again, one doesnt exclude the other here. Just because you personally do not agree with a position, doesnt mean its not true.
As for putting pedophillia into lgbt, no, no one would, neither would zoophillia. As LGBT contains all non-heterosexual orientations involving consenting adults. But you can be LGBT and paraphillic at the same time, they are not necessarily mutually exclusive(some are, ofcourse).
"There is no scientific consensus for any precise border between unusual sexual interests and paraphilic ones."
Now, if we're talking social consensus, it's a different topic entirely. But by social consensus, homophillia was considered paraphillia not that long ago either. Which is why I personally dont really go by social consensus on topics like this. Because any argument today against paraphillia are either exactly like or extremely similar to arguments held against homophillia. Doesnt mean its any less or more true, mind you, just that its not really a solid floor to stand on.
Quick edit: mods are free to cut it off here entirely, this topic has spanned out quite far beyond its origin and starts very heavily bending to the point of breaking some community rules here.
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@Akumakaji said:
I have never let anyone bleed out on purpose. One person was a griever and crawled away, so that I couldnt get the hook, but he couldnt escape because the hatch was closed and only one exit gate was open while everyone else had left. That was really childish, but eh, whatever.
Besides that, I have relaxed my stand on NOED in the DH/DS/CoH/BT saturated survivor meta and now again use it without a bad feeling. Not on every killer, mind you, but when I happen to get it thrown in my face while leveling up some killer I will use it. Interestingly a lot of survivors stil think that NOED is unfair and that its kills shouldn`t count, somehow. Well, you do you, and I do mine.
Camping on first hook is boring as hell, I give you that, as is getting tunneled 30s into the game. But if you tunnel, that means that someone saved that person, so thats only 2 other survivors on gens, which is valid. Camping one survivor while three others are doing gens, though, isnt a winning strategy. But this is a moot point as I normally play as if i had Devour Hope equiped, unless some cheeky survivor runs past me and tries to go for an unsave unhook.
How are they griefing for crawling away? They simply dont want to give you the kill after you left them on the floor to do something unrelated to that survivor. If you're not picknig a survivor up, they are gonna move away from that spot. Nothing childish about that. It's equally childish to leave a survivor on the floor so long that they can crawl to the opposite side of the map.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2699567#Comment_2699567
We are not including Freddy at all and to anyone who does, please reevaluate everything because Freddy is not representation.
Thing is, being part of and being representation of are different thing. You have a ton of christian pastors who dont represent the religion, but are still christian. You have police officers who dont represent the police force, but were still part of the force untill they were released of their duty.
Let alone that plenty of killers on this roster have done horrible acts that should not represent anything.
Freddy is LGBT, by our own definition. That doesnt mean he represents it.
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I mean, killers never have needed to tunnel. The only reason to tunnel is when you are in an MMR scenario that's much higher than you. I have seen many, many killers lose games BECAUSE they tunnel.
There are only 2 places where I accept people tunneling: The highest and lowest ends of MMR. At the highest ends, it's absolutely necessary since its the only way to somewhat gain an advantage early in the game, in the lowest ends, killers are too scared to leave their hook and since no one else is injured, they are not confident enough.
Anywhere else, unnecessary. Killers have been in quite a healthy state. Maps are a lot less game deciding(haddonfield still kinda is, but only kinda). And other than 3-4 totem spots spread out in the entire game, boons havent been really impacting games as much as people claim they have(again, highest and lowest ends of mmr are exceptions to the rule here).
Could killers be better? There is only 1 aspect what I would change about killers currently: adding Fire-Up as a basekit mechanic and reworking the perk.
The rest of issues are almost all map related, and those issues are different for every killer. Yeah, maybe one killer isnt really good at playing on Dead Dawg Saloon compared to all other killers, maybe Blight and Huntress both suck on RPD compared to other killers. But there are plenty of builds, plenty of abilities and plenty of in-game mechanics that a killer can use to not lose the match when facing a team of equal MMR.
"B-b-b-but its 1v4" So? Survivors cannot directly harm the killer. It all needs to be done indirectly by doing gens, removing hooks and bodyblocking, and even then they can lose.
"B-b-b-but the game isnt perfectly balanced" Yeah, I agree, which is why the killer MMR on the best Myers isnt gonna be as high as the killer MMR on the best Nurse. This game is a party game, not a competitive one. It could do with a dedicated comp-mode tho.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/299522/tunneling-bruh
It’s no the killer’s job to keep track of which survivor they have hooked and spread it out evenly.
But it's not their job to drop chase with someone else purely to go back to the person who just was unhooked either.
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@Doziano said:
https://forum.deadbydaylight.com/en/discussion/comment/2689487#Comment_2689487
you haven't played the artist have you my dear? the counterplay to her is proof of how much time you waste just by forcing the killer to catch up to you
Thats because you simply arent managing her power well yet. I have seen so many people just spam crows and wonder why they rarely damage anyone. Use 1 crow to scout the most likely place you think survivors will be, then send 3 crows to secure a hit. That's 5 second cooldown+1 second setup time. Where setting 3 crows equals a 12 second cooldown. Repelling is 7 seconds basekit.
Go for the option where recharge+firing is less than 7 seconds, rather than going for options where the recharge alone is at least 9 seconds.
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@lauraa said:
https://forum.deadbydaylight.com/en/discussion/comment/2690709#Comment_2690709
Once pertrial, after a prerequisite one of which is being in Tier 3,Nemmy throws a huntress hatchet with an extreme arc that explodes into a clown bottle, downing anybody caught in it and breaks any wall or door. Said rocket launcher makes him Nurse speed or something, and it can't be dropped.
On indoor maps it wouldn't be very good anyway
So, use it lategame on The Game, stand in the middle and destroy half the map's worth of pallets and walls, making it very easy to traverse.
Use it somewhat in the middle on RPD, and there are 5-6 good pallets that you never have to walk to again.
Lery's, decent for now, but Lery's needs breakable walls to be a bit more managable for m1 killers.
Midwich, it's absolute god tier if you know when and where to use it.
Let alone that on outside maps, especially Dead Dawg, it could effectively make the map unloopable for anyone.
So yeah, even with that one time use, very hard to balance. Would it be fun to use? Sure, but old BNP was also fun to use, didnt mean it wasnt absolutely broken.
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@jesterkind said:
My understanding is that anyone who owns the Stranger Things DLC will still have the original description text, including calling them Demogorgon/Steve Harrington/Nancy Wheeler perks at the top. They were supposed to still have their original perk names, too, but there was some kind of bug regarding that which changed them over or something.
The name change is actually due to something else, if you want the perks to be in the regular pool, they would need different names due to the perks being part of the license. Problem there is that would mean that you could have duplicates appear in the web. Which normally isnt that big of a deal, but perks tend to be coded to simply add effects since there are no duplicates. So just to be thorough of things that could happen:
You could have Claustrophobia and Cruel Limits stack in time and/or distance(meaning 64 meter window block that lasts for 60 seconds, which is quite long and extremely disgusting on maps like Lery's)
Surge and Jolt would have either double the size, double the regression or both.
Fearmonger and Mindbreaker could double the time that people are exhausted, on top of the fact that exhaustion doesnt go down when they run.
It means Fixated and Self-Aware could stack in double the walking speed, meaning you would be moving at 80% movementspeed. Just to let that sink in, survivors would WALK as fast as survivors who are hindered can RUN.
Inner Strength and Inner Healing could cause a survivor to recover from deepwounds AND a healthstate in 1 go.
Better Together and Situational Awareness could show the other survivors for 20 seconds and show everyone within 64 meters on what generator you're working.
Baby Sitter and Guardian could give a 14% haste effect for 16 seconds.
Camaraderie and Kinship could both work for 68 seconds at 32 meters range, that's effectively a 4th hookstate that a killer needs to go through.
The only bad perk combo would be Second Wind and Renewal, you might say, but here's that issue: One of the perks is blocked by the other, meaning you'd only need to heal 1 player to be healed twice. It's effectively the only perk that would be able to work with a copy of itself without it breaking mechanically, but instead giving a very powerful combo.
Some of these combinations might sound somewhat balanced even if the "worst" case scenario is happening, but it would give people who did buy the license an unfair advantage.
The easy way is just to make it 1 perk name to avoid any issues and give players who dont own the license a reskinned version.
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@gammatsunami said:
https://forum.deadbydaylight.com/en/discussion/comment/2690586#Comment_2690586
The poor team I get put again haha
Thanks
I'd say Dead Dawg Saloon and double Calm Addons. The bonus there is that you dont really need Distressing on that map because survivors rarely are in the corner of the corner of the map, just go to the middle to get the maximum effect. You do keep some space for things like Startstruck and Dark Devotion besides some genregression perks.
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@IamFran said:
Huntress, Deathslinger, Nurse, Billy, Spirit and Blight.
I almost say Trickster, but when the survivor is more than 10m away it's very hard to hit and while you are throwing knives you're so slow.
I would add Artist, Bubba(somewhat, it's easier with addons, but he does close the gap if you use more than 1 charge up to 2 meters distance gained with 3 charges, its not much, but it's honest work), Wraith, Clown, Legion(only if there are 2-3 vault locations, otherwise you lose distance), Cenobite and even Twins to that list.
Some of these are a bit map reliant to gain distance, but they all have basekit anti-w in mind.
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@espooked said:
https://forum.deadbydaylight.com/en/discussion/comment/2688788#Comment_2688788
u guys simp for the most average looking survivor. typical western beauty standards
says the guy simping for feng
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@ShinobuSK said:
Thats probably it. Blight is the best for it. And I wouldnt actually count Spirit into it anymore, pre drop pallet and hold w seems very good against her
If she's not running any addons, sure, but you gotta consider addons too.
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@lauraa said:
https://forum.deadbydaylight.com/en/discussion/comment/2690380#Comment_2690380
I'm still hopeful that well get a Rocket Launcher.
May sound crazy, but just like Lucky Break and Overcome ppl will calm down if they just release it and tell people to deal with it
thing is, how are you going to balance a rocket launcher to feel like a rocket launcher but also be balanced? If it doesnt instadown, you'd basically be throwing skippy balls. If it DOES instadown, it's range needs to be quite limited or it's hitbox needs to be quite large to the point where it's gonna be really clunky to use, but if it's gonna be long range, you'd never effectively gonna hit a survivor since it would be globally announced with aura's being shown(Artist doesnt even show much aura, and she doesnt even deal a single state of damage with her power untill it hits twice, imagine Artist's power, except its an instadown)
Not even including the fact that it would need to break pallets and walls if it instadowns too, which means that it could effectively break pallets across the map.
People dont realize it, but the balance of being practically unusable and overpowered is actually quite thin, which is why a lot of buffs tend to come with negative effects to pull back the potential a bit.
You could make it like Myers, but instead of time based, he'd only get 1-2 shots per t3 scenario, and even then, it needs quite the amount of announcements.
Guns and long range explosives simply arent gonna work in DBD, and if you try to make it work, it's just gonna be disappointment. Lucky Break and Overcome arent actually that gamechanging. Yeah, they might be strong for that specific chase, but even if all survivors were running it, they would need to have insane (self)healing builds to use Lucky Break more than once while also having Vigil to have Overcome ready again. People were effectively arguing the worst case scenario, and even the worst case scenario was not as good as running Dead Hard and DS.
The only time I could see Nemesis have a rocket launcher where it can even be remotely balanced without being a disappointment, is once the EGC timer has started.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2688786#Comment_2688786
This.
It's difficult to say 'just have fun with it' when the event actively interferes with the flow of a match, generally favoring one side. Like it or lump it, this game is more competitive than 'fun' at the best of times - and if you want to make it more of a chill time then both sides need to be on the same page.
the benefits are so tiny and the negative aspect is often ignored too. Survivors inside snowmen arent doing anything, especially survivors wanting to be hit. They will walk across an entire map at snowman speeds just to get hit. And if you want to make one of the more "op" strats, you'd be spending almost half an hour with 3 survivors wiggling their way to the right spot, hoping their teammate will be able to reach that spot.
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@xEmoGirlxAlexisx said:
A free 3th Heal State ( 4th whit Dead Hard ) Really Devs Really ?
Die idea of the Snowman is Funny and Great but it shouldnt unBalance the Game even more Survivor dont use it vor Fun they use it to have a 3th healstate in a Chase and make it much Harder for Killer and some Killers like Twins are unplayable because of it
A Event Feature shouldnt have a unfair Advantage ans shouldnt only be Good 4 One Side . Survivor gets a 3rd healstate the Killer gets nothing only cosmetics
Why arent Killers allowed to have Fun on a Event ?
And for the Survivor Mains who say " its a Event its Christmas just have Fun " no it isnt Fun when a Event gives 1 side a unfair Advantage u also would complain if the Snowman would Male all Survivor exposed for 60 seconds amd reveal there Aura
Here's one thing to consider:
How to make an event both enjoyable and balanced equally enough for both sides without any game changing moments, without it being basically the reskins for pumpkins?
You cant. At best you can reduce the game changing moments to a minimum. Snowmen fit this description as there are only less than a handful of situations that are gamechanging. There are a few really good plays, like bodyblocking a hook with a snowman, but if you're able to walk to a hook with a snowman before the killer reaches it, you deserve that play.
Besides, if survivors use a snowman mid-chase, you either hit them because the animation takes quite long, or they lose a ton of distance in compensation. Sure, they might have delayed the hit by 1 second when it comes to time spend, but at the cost of not being able to exit a deadzone in time, or at the cost of not being able to reach the pallet, making the second part of the chase quite a bit shorter.
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@Nephilis91 said:
https://forum.deadbydaylight.com/en/discussion/comment/2690332#Comment_2690332
Another thing would be to reduce the number of palets or introduce a stamina-bar which is reduced for every palet-drop and fast-vault. When the bar is empty you only can slow-vault and palet-drops are impossible. This bar recovers after a chase. So the possibility of 5-gen-loops drops down.
In the hit-immunity I see the problem that the surv on the hook can tank hits for other survs. Better that the hit the unhooked gets will be transferred to the next surv in range of the unhooked one.
Maybe the meta-perks may be nerfed and for most other perks should be a small buff to higher the chance to try other builds.
A randomized mode would be nice too, where everyone gets random perks. So you see more variety.
If you get looped for 5 gens, you're outmatched. That's not the environment, that's you not making the right decisions. And you could easily argue that the bar would refill after taking a hit too, because STBFL could hit a slow vaulter twice. The thing is more that killers need something like Fire-Up to be basekit. Being able to remove pallets faster once there are less gens to patrol. Giving killers a reason to leave a 3-gen since they can quickly greed 2 pallets and come back in time to keep gens pressured. Let alone that increased vault speed later in the game is actually really good for killers. People running Bamboozle tend to use it more often since vaulting that location is faster with bamboozle than walking around, closing the gap quicker. Blocking the window is nice too, but there arent that many windows that need blocking if a killer can vault faster later in the game.
Vaulting faster, kicking gens faster, breaking pallets+walls faster, picking up slugged survivors faster are all really nice mechanics to have as a basekit killer.
As for the hit immunity, well, you could just make it so that the survivor simply removes all hitbox checks except for the environment, meaning teammates, killers and hits arent registered for that survivor for a bit. Basically making them a ghost for a set amount of time.
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@Farshad7913 said:
https://us.v-cdn.net/6030815/uploads/Y4PDOA7HSPO9/dbd-png.png
ignoring the 11k drop the month after nemesis' release which is expected after 13k new players flooded the game, since then it has been on a constant negative gain. well not really that surprising based on the company's game design and balance choices
Literally, the only difference between then and now is September, when MMR was added to the game. MMR caused players to leave. Balancing and gamedesign barely has had an effect on increasing or decreasing that number.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2690260#Comment_2690260
I am pretty sure the amount of time you get for tanking a hit with the snowman is the equivalent of having someone take a protection hit for you.
Nope, someone taking a protection hit for you doesnt slow you down, the killer hitting the snowman you're in DOES slow you down
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2690253#Comment_2690253
You can be super slow without needing mechanics to force you into it, no?
You are moving at slugged levels of movementspeed. You cant really be that slow unless you're on console.
Besides, there would be plenty of issues with having a gigantic snowman too. You wouldnt be able to tell where the survivor hitbox is untill extensive research, you wouldnt know if a survivor is inside and just standing still or not untill you walk at them. And if you want to fix that by giving the survivor the hitbox that is the size of the snowman, lots more issues are created that way. You'd be at a net-negative just for a cosmetic, no reason to ever use it, at which point, why even make events?
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2690240#Comment_2690240
I don't think it's that strong of a word since it grants a free protection hit and happens every game. It's like Mom but easier to activate
survivor in a snowman=survivor not doing totems or gens
If a survivor can jump into a snowman without getting hit, you werent gonna hit them for quite some time. They could have easily ran to a nearby pallet or window. It doesnt seem like they could have, but that is really how long those animations last.
In most cases, the survivor loses distance even when using the snowman tactically and moving away from the killer for as long as they are inside. My only gripe I have is that you MUST hit a snowman to see if it's empty. If a killer didnt need to hit a snowman due to some indication(other than the snowman moving). But untill they add something, I am actually keen on running Unrelenting on my lower mmr killers and cooldown addons on my higher mmr killers
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@Myla said:
https://forum.deadbydaylight.com/en/discussion/comment/2687903#Comment_2687903
Oh you're right. Definitely not an abuse. A massive oversight by the developers who doesn't know how to play their game what a surprise.
Things that happen with snowmen:
- the jumping in animation is super slow, if you cannot hit the survivor before they finish the animation, that same survivor could have reached a window or pallet without being hit
- the jumping out animation is also fairly slow, survivors dont even gain a net-distance. I've tested it with a friend, you're far more likely to lose distance than to gain distance. The only time you'd gain distance, is if Sprintburst was near 100% recharged, but, yknow, reach a window or a pallet and you'd gain more distance.
The biggest downside is that a killer MUST hit a snowman to check if there is a survivor in it, that is the only thing that would need changing.
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@beatddb said:
https://forum.deadbydaylight.com/en/discussion/comment/2689990#Comment_2689990
It would've been more fun if snowman were only cosmetic and survivors could do any action at normal speed (running, vaulting, etc) instead of them acting like shields
Not really, being super slow and being able to creep up to teammates or the killer is more hilarious than being normal and just a gigantic "i'm here" sign.
As for shields, well, the animations are very slow, if a survivor can safely jump into a snowman without taking damage, they could have reached the nearest pallet or window and used it safely too. They only lose distance by jumping into a snowman offensively.
As for bodyblocking with an extra shield, you'd have to plan that out extremely early for it to work. You'd have to either be extremely lucky and have a snowman nearby, or pre-plan the manouvre at least 20 seconds in advance, which could have been a totem gone or 1/4th of a gen finished.
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@SonicOffline said:
https://forum.deadbydaylight.com/en/discussion/comment/2689875#Comment_2689875
Uh, why? I didn't ask for this event.
https://forum.deadbydaylight.com/en/discussion/comment/2689862#Comment_2689862
Can we please stop blindly defending them? It's not balanced, is not fun, is not fair, and is extremely irritating to deal with. Especially when combined with Shadowstep or dead hard.
Then dont play during the event.
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Well, technically, Doctors Shock also fell under the catagory of powers that could block pallets with Bloodfavour before they required the healthstate.
Doctor and Clown are both killers who have a special attack that doesnt injure, since the special attacks can very easily lead to an injure. So they both do break the snowman, but since the snowman seems to be coded to grant the reward based on tanking a healthstate, it doesnt reward.
Also, I have yet to see a survivor actually gain distance from a snowman. The animation is quite slow and you cannot run untill after the animation is fully finished. There are some very niche situations where it will help them, but the same could be said for pumpkins, where survivors could gain haste to run quite far ahead.
My personal changes would be:
- let perks like fixated/self-aware and effect like haste be applied on the snowmen(I dont see any reason how this could go wrong, it would just look hilarious)
- give killers the ability to jump into a snowman too and become undetectable while doing so(imagine a t3 myers jumping out of a snowman that you thought was Dwight)
This would both give the killer an indication that someone is actually inside a snowman and not waste time smacking one just in case, while also giving an incentive on both sides to just have a little more fun.
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@Arbmos1998 said:
from what i have seen reports do absolutely nothing. Since Tru3 lost his FW status he has gone against a lot of cheaters and exploiters. He reports them and a few days later he comes across the exact same accounts again, If a popular streamers reports mean absolutely nothing my report will definitely mean nothing.
I agree DC is lame when the match isnt going your way and I understand that's why the DC penalty is in but at the same time we know players in the DBD community for whatever reason are very sadistic and toxic but in situations like this it is quite yikes that myself or anyone who experiences this has to get a punishment.
Tru3 doesnt actively report through the report form. The report form is the fastest way to get hackers banned, exploiters is a bit of a different story, since not all exploits are bannable, especially not since a lot of people play the game for fun rather than for strictly winning and standing on top of a rock that you normally cannot stand on isnt really an exploit worthy of banning(especially not since killers can reach anywhere that a survivor can). They'd have to be gamebreaking exploits to be considered definitely bannable.
It's quite rare for a survivor exploit to truly have a massive negative effect. The last one that truly broke the game was multiple people running Breakdown on purpose. But if 1 survivor ran it, it was actually fine. Would you as a developer ban that survivor who used the perk? Not really. Would you (temp-)ban a SWF using the perk more than once? Definitely.
Survivor exploits dont really get to be game breaking unless 2 or more survivors do it together, killer exploits are very easily gamebreaking.
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Funnily enough, 2 of the killers where survivor skill actually rewards plays are also 2 of the most annoying killers for me. Blight and Nurse.
They are either amazing players with a ton of respectable skill, or they are snoozefest players who dont care for anything but 4 kills by any means necessary even if that playstyle sucks out all the fun for everyone(often running double recharge addons on Nurse to effectively always have 2 blinks, or running alchemist ring on Blight, both refusing to hook and keep survivors slugged).
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@Swattw said:
https://forum.deadbydaylight.com/en/discussion/comment/2688651#Comment_2688651
MandyTalk, I mean I play several games and with white snow, which means I fulfilled the requirements for the cosmetics and charms, but in the end, I cannot get the Christmas Inferno charm.
Just here to chime in:
Christmas Inferno is a killer only charm, you will not unlock it on survivors
Choco Dip is a survivor only charm, you will not unlock it on killers.
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@PlayTwink said:
Mmm free old mettle of man 😍😘
If a survivor can jump in before you can damage them, that same survivor could have ran and jump into the nearest locker too.
Let alone that movementspeed is slower so you only lose distance.
The only scenario I can think its good against, is instadowns, but again, you lose distance, and losing distance against an instadown is never good.
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@Brimp said:
I mean... hes trying to prove a point that has already been proven wrong before. The whole competitive scene has perk restrictions on survivors and on a good team they can def still 3 out vs a good killer. Now imagine comp if you were able to run 4 ds, unbreakables, dh, bt/deli/comraderie. Yeah, let's just say most of those good killers would be getting 2 kills at max.
With how this game is currently its 100% survivor sided with most maps having large gen spreads, insane gen speeds along with that, seemingly a pallet at every other filler (unless its shelter woods), toolboxes/medkits, good loops, etc. this game is most definitely survivor sided.
Thing is, you are 100% assuming survivors are always aware of their teammates.
The game is survivor sided whenever a match starts, as it's supposed to be(if it were not, you'd need more survivors or more resources untill it is). Then over the course of the game, the game gets more and more into the killers' favor.
Genspeeds are fine. Anyone thinking genspeeds are too fast are either not creating enough pressure where pressure is needed, or they dont want to put pressure where its needed and refuse to run perks that does that job for them.
And most pallets are unsafe, you'd want a ton of unsafe pallets because if you play it right you'd get a hit.
So in general, the game isnt as survivor sided as people claim it is. Yeah, it starts out in favor of survivors, but it can very easily be turned to the killers favor, especially when the killer puts pressure where its needed.
I have played games without using perks and addons against survivors that were better at survivor than I was at that killer, and still ended up with 3k's and 4k's before the final gen is done, simply because they didnt have perfect communication.
Only once a ping system is added for survivors are you dealing with comp-level survivor teams running 4 ds, unbreakables and bt's.
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@Dino7281 said:
Yeah, feels good doesn't it?
My record is validated 4 times in one game, while having less than 30 ms ping. But this is to punish "lagging" killers, right? So it's fine...
It was annoying with pallets, but who the ######### thought it's good idea to use it for Dead Hard too...
Because having a perk not work as it's supposed to is healthy?
Nah, you might dislike Dead Hard, but that's no excuse for survivors who did time their Dead Hard properly to be punished with a down simply because the Killer was an annoying childhood friend during tag being like "NUH-UH, I DID HIT YOU" and then you still being "tagged" even though you were already a floor below before they even screamed they tagged you.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2682838#Comment_2682838
No.
The item disappears when she tries to vault.
If he was having an issue connecting to the server, the item would not have disappeared. She simply would have kept running into the wall. Likewise, he does not revert to his original position as one would expect if the connection to the server was funky.
Therefore, the connection issue was on the Survivors end.
Not how that works tho. What happens there is that the connection issue is between the server and the killer.
Survivors are not directly connected to killers anymore.
Also adding in the fact that the survivor loses their item while still being in the corner, where there is no vault option, only for them to be snapped back to the window later on.
You cannot use what happens on the killer's screen to decide what happens.
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@Akhaten said:
https://us.v-cdn.net/6030815/uploads/WW5NEPESTAIC/image.png
BHVRs devs are totally not biased towards one side.
Not how it works, the dead hard arrived to the server earlier, so you were the one lagging behind.
Just because someone appears to lag for you, doesnt mean your POV is the right one.
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@Toxicboii said:
https://forum.deadbydaylight.com/en/discussion/comment/1939463#Comment_1939463
I see.
And does it achieve said effect to where it's effective in higher play?
It is quite okay-ish in higher play compared to most killers since a lot of killers dont have ways of keeping survivors off generators. The issue with Legion is more that he is an m1 killer when it comes to downing survivors.
But things like Blood Echo are quite effective on Legion, since you very rarely have to deal with Dead Hard.
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@Johann84 said:
This game is survivor sided, the only fun side to play is survivor. Where you can do mistakes and get away with it. Killers do 1 mistake and its game over. With the introduction of boon totems its almost impossible to win as killer. Hit validation is an insult where u get the hit but it does not even register. Even low rank survivors have an easy time to win. GG Behavior you have ######### up your game
From the start of the match, it's in the favor of survivors. It's up to survivors to keep the game as close to the state of the start of the game as possible. Aka, not using too many pallets, making sure generator spread stays roughly the same, keeping everyone alive.
It's the killer's job to get the map in a state that is as far away from the start of the game as possible. Aka creating deadzones by forcing pallets down, making sure generator spread gets as small as possible and killing as many as possible.
Hit validation means you DONT get the hit while it does register on your end. Not the otherway around. You missed.
And low rank survivors dont have an easy time winning. Heck, the only reason low rank survivors are escaping more often is because they learn to rush gens when a killer tunnels.
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@Adjatha said:
Change the perk to "after hooking each survivor once, a 100% completed generator loses all progress and goes back to 0% complete."
Ah yes, the "i am an entitled killer player" mindset. The counter to this would be to extend the DS stun timer to 10 seconds and BT to last 30 seconds to truly discourage killers any oppertunity of tunneling a survivor out of the game.
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@themoobs1984 said:
https://forum.deadbydaylight.com/en/discussion/comment/2680249#Comment_2680249
I don't use it. At all. I can read and comprehend just fine. It's not a good perk for what it requires. All I feel I need to say about the perk and this subject. We can agree to disagree.
Well, you have missed the most important lesson in DBD: Just because something may seem bad/good in theory, doesnt mean it's bad/good in practice.
There are a lot of things that are both bad in theory and practice, while also being good in theory and practice. Grim Embrace falls under the bad in theory, good in practice.
So, lets create the scenario:
- a survivor MUST be on the hook for the power to activate, meaning at the most, you have 3 survivors being there.
- the average late game chase lasts 40 seconds. This means that in those 40 seconds, you can have 1 survivor unhooking and healing a teammate while you hook a second survivor, *for free*.
- its better than Corrupt Intervention, because it actively blocks generators that you need to patrol, while Corrupt Intervention blocks gens you might actually want to be gone(examples being the 2 side-gens in Groaning Storehouse, the corner gens in Haddonfield and the generators close to the killershack in Father Campbell's).
The only downside about Grim Embrace, is that it doesnt count DC's, but at that point, you dont really need Grim Embrace anyway.
Are there better perks? Sure, but there are plenty of builds that are only lethal to survivors with Grim Embrace in the equation.
It does depend a bit on the rest of your build, like every other perk in the game. But if you want 4 random hooks to trigger the effect, it needs to be a hex.
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@themoobs1984 said:
https://forum.deadbydaylight.com/en/discussion/comment/2680194#Comment_2680194
The perk isn't that good though so 4 hooks seems reasonable to me.
You havent been using it properly then, by that logic Devour Hope isnt good untill you kill someone, even though the instadowning ability is gonna give you a ton of value. And that's a hex.
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@Mayasuki said:
https://forum.deadbydaylight.com/en/discussion/comment/2680194#Comment_2680194
But it’s a one time use perk, I don’t see the problem by making it 60 seconds or let it gain tokens by hooking any survivor.
Thing is, No Way Out is a one use perk that blocks both exit gates at once. This can already be the difference between a 1k and a 3k. Having that effect happen twice in the same game(No Way Out and Grim Embrace have the exact same requirement) would give the killer 2 moments where a 1k can be turned into a 3k without having to care about the survivor objective.
No Way Out is an endgame perk, Grim Embrace is not.
Thats like giving Deliverance an instaheal since it's a one time use perk. Or giving DS a 10 second stun since it's one time use, and Head-on gives you a 3 second stun and can be used infinitely.
Just because it's one time use, doesnt mean a 50% buff would not drastically change things. 40 seconds is fine. Having it trigger on first time hooks is also fine. It triggers when you have 1 survivor on the hook, and 40 seconds is enough time to get another survivor on the hook. During a game, having 2 hooks for effectively free is extremely valuable. Only a handful of perks can grant you that power. If you would gain tokens by hooking any random survivor, it would be more comparable to Devour Hope than No Way Out. And sure, turning it into a hex could easily buff the blockade by 20 additional seconds. But for a non-hex to effectively give you a better power than No Way Out without being endgame? 40 seconds is a lot of time,
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@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/2680198#Comment_2680198
Lucky Break is a pretty map-dependent perk, but even on outdoor maps, it's quite good. I run LB/Iron Will on some of my builds, and in my experience, you'll only blatantly fail to get value out of the perk if you're in Ormond or maybe Eyrie of Crows - bright maps with high LoS and not many obscuring structures.
Meanwhile, in a map like Midwich, Lery's, or RCPD, having 60 seconds of Lucky Break pausable with a medkit/CoH/self-care is terrifyingly strong. The killer will basically always lose you right after they hit you. Corn maps are also really bad without scratch marks, and then you have maps like Swamp, Yamaoka, and Dead Dawg where you can disappear in a bush as long as there's no scratch marks leading up to it. (Dead Dawg is also bright, but has a lot more obscuring walls than Eyrie as well as the thick scrub.)
The 60 second timer in the perk is balanced with the idea that healing up to preserve later uses after a successful escape will eat a chunk of the timer.
Oh, definitely, which is why I said relative and why I didnt agree to the timer being paused at all. I said that the timer at best should be slowed down outside of chase, but looking back at that statement, I actually think it should be slowed down inside a chase rather than outside. As it will have a very active effect outside chase, while barely having any effect inside a chase. Right now LB is not super effective against high mobility killers, but really strong against low mobility killers. Having it slow down during the chase would even out the odds a bit.
It would still be nutty with Overcome, but when it comes to being equally powerful towards killers, having it slow down during chase would be fairer against all killers, rather than specifically making low mobility killers weaker than they already are.
I dont think healing itself should ever affect the speed of Lucky Break though, as Lucky Break has actively done it's job untill that point.
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@Laluzi said:
If that becomes the case, Lucky Break can easily last the entire match. The duration would have to decrease, because 60 seconds minus all heals (which are typically 16 seconds) is too long. LB + Overcome would turn into a downright nasty combo.
Not really though, only if you're hit in a region with a ton of LOS breakers. Otherwise the killer could still visually track you with relative ease.
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@themoobs1984 said:
https://forum.deadbydaylight.com/en/discussion/298479/grim-embrace
Also, should be 4 hooks total. Not 4 first time hooks. They're trying to force killers into playing a way that is usually not effective.
4 hooks total would make it really easy to trigger tho. 4 first time hooks is fine. 40 seconds of not having to patrol any gens is really good.
You shouldnt focus on Grim Embrace to trigger, just like you shouldnt focus on hooking everyone once for 4 BBQ stacks or 4 No Way Out stacks. You basically let the game do it's thing, and when Grim Embrare triggers, it's gonna be very powerful.
Forcing a perk to work is always going to end up in bad effects. Forcing Grim Embrace early on is not gonna buy you much time. Having Grim Embrace activate when there is only 1-2 gens remaining, is actually really good. It doesnt need to be upped to 60 seconds, in the late game, that's often 2 chases worth of time. 40 seconds is 1 chase or 2 fast chases. If you're capable of hooking 2 survivors without any risk of losing a gen in the late game, you can easily win.
So yeah, 4 first hooks for a powerful effect. I've played 5 games in a row where my perks were effectively useless(No Way Out, NOED, Bloodwarden, Remember Me, got a 4k with 2 gens left because of addons instead). No Way Out didnt get it's 4th stack untill 1 survivor was already dead in both cases. If I had Grim Embrace instead, I would have won all those matches with 3 gens remaining.
I'm not the best killer, I'd still call myself a good killer, but I was also facing good survivors. They were in no way terrible. I just happened to have really good map pressure those games.
If I forced No Way Out to get it's 4th stack early on, I would have definitely lost.
Dont force effects to work when there is still time for them to work. You forcing Ruin too much will tend you to either losing the totem early on, or if you defend the totem much, survivors doing gens instead while 1 of them keeps you nearby your precious Ruin. Letting Ruin do it's job and not going out of your way to protect it is far more likely to benefit you over the course of 100 games.
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@Mayasuki said:
I wouldn’t mind this change.
I kinda do, since it could easily make Lucky Break last longer than it did before it's rework.
At best the timer would need to slow down when outside of chase, just a little bit, but if its gonna be paused by any other means, it could very easily break the game.
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@Iliketoplaykiller said:
I've played maybe 5 games as pyramid head and I'm getting people with loads of hours vs a killer I just started trying? Is mmr just completely off at this point?
Basically why this is happening: MMR is, in short, based on kills and escapes. Meaning if a survivor escapes through the gate, they gain MMR, if they escape through hatch, they "tie"(slightly gain or lose mmr depending on killer MMR), any other scenario? They lose MMR. Slugged to death? Lose mmr, die to the EGC even though you got chased by the killer during EGC and had 0 chance of even opening the exit gate? Lose mmr. Facecamped in the EGC? Lose mmr. The worst part is, if you die early on, you lose even more MMR. So if you loop the killer for 8 minutes but your team doesnt do much, you lose a lot of MMR. If you get hooked first and your teammates dont save you, you lose a ton of MMR.
If you want to play even slightly altruistic, the MMR system punishes you by matching you up with even worse teammates and worse killers.
The killer side of MMR is based on kills, if they kill in any way, shape or form, they gain MMR. So as long as a survivor doesnt escape through a hatch or through the gate, they tend to gain MMR.
This is not exactly how it fully works, but there is a big problem here. It's supposed to be skillbased matchmaking. If a killer can facecamp a high mmr survivor, they could gain more MMR than if they killed the other 3. So from an MMR perspective, it's in the killer's best interest to find the best survivor, camp them to death and then let NOED do its job afterwards.
We have asked for a split MMR, where survivor MMR is based on chase, while killer MMR is based on kills. The reason why it's kills vs escapes is because it's easier to calculate. But it's an asymmetrical game, the MMR should be asymmetrical too. It's gonna be a bit tougher to work out the numbers, as it could lead into a scenario where both the killer and survivor gain MMR, where normally someone only gains MMR if someone else loses it. But this is a game where for 5 years the wincondition on both sides have been unclear. It was possible for everyone to "win" when it came to bloodpoints. It was possible for everyone to "win" with the pip system. It was possible for everyone to "win" with the victory cube. So it's quite logical that everyone should be able to "win" MMR together.
You now have new players encountering players with 3k hours MORE than with the old system. That's clear evidence that the MMR system isnt working. It's objectively worse. Yes, there are some amazingly set up games where it doesnt really matter who lost, especially in the higher MMR. But the old matchmaking was far more likely to give you a really amazing game, where losing didnt matter, because either you had a killer that steamrolled you without having to sweat at all and because they could play laid back, they ended up making more mistakes so you could still learn before you died. And you had survivors who steamrolled you and because they noticed you were relatively new, they started playing very laidback, making a lot more mistakes so you could still learn before you died. This is a lot rarer now.
Was the old matchmaking any good? No, if you spend more than 20 hours playing the game, you reached red ranks and were facing people who had 20 hours or 2000 hours in the game basically at random. But right now? It's just not fun. If you're a high rank killer, it's not gonna be fun. If you're a high rank survivor, it's not gonna be fun. If you're mid-low rank, it's barely going to be fun. All for similar reasons. Because either you're much better than your opponent when you expected a really good opponent, or you're going to be much worse than your opponent when you expected someone who was closer to being a potato since you yourself are still a potato.
This MMR would work if there was a gamemode that had competitive matchmaking you could join. It would only be a relatively small portion of the community that would want to play there, because wanting to win and being competitive are different things. Anyone wants to win games, few people would want to sweat every single game to win games. But DBD and BHVR tend to shy away when it comes to a new game mode. Why? No one knows. We wanted a prophunt gamemode for years now, but you can only do so on a private server, and private servers are only open to a secluded group of people who have the right connections. We wanted a first person gamemode for survivors for quite some time, but that too is only possible on private servers.
Anyway, i'm ranting too much. BHVR needs to hire people dedicated to improving the game in other ways than just public matchmaking. I know they have the income to hire a team worth of people, there would be an entirely new line of cosmetics that could be entering the game, other than just public matches. There is a financial positive to doing so, yet they wont.
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@asirirsprime said:
This game is not balanced around SWF. As long as it is a thing, complain never ends, because games are unfairly balanced this way
You think its not? You know how many perk combinations would need to be nerfed if SWF is removed? Undying, Ruin and tinkerer needs to be gutted if SWF is removed. Killers like Nemesis, Artist, Hag, Nurse, Spirit, Blight and Stealth Killers who excell immensely when there are no comms would need to be reverted to weaker state.
DBD is balanced with SWF in mind. Doesnt mean they did a perfect job, but if you only had solo survivors, there would be a ton of issues. It's 4 man SWF where things can start to break a little. But thats not due to SWF or perks. Those are actually fine when it comes to numbers. It's maps that effectively allow survivors to have the exact same routing as killer that's the issue.
Saying DBD isnt balanced around SWF is like saying DBD isnt balanced around Nurse or Blight. It simply doesnt make sense.
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@Bennett_They1Them said:
https://forum.deadbydaylight.com/en/discussion/comment/2666581#Comment_2666581
they both have locations in Canada, though.
I must've misunderstood you. Sorry about that. You meant Canada exclusive, right? or of Canadian origin?
Well, the original person commented about them being the biggest canadian company. So not necessarily exclusive in Canada, but from Canadian origin. Otherwise its not exactly a canadian company, but a company that has a canadian branch.
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@Bennett_They1Them said:
https://forum.deadbydaylight.com/en/discussion/298050/main-event-waste-protection-idea
it should held until activated like blood fury.
The problem with that, is that Bloodfury doesnt have full control on mobilty and doesnt have any shot at downing survivors who split up. Main Event has that potential. Even though it would be a rare occurance, all Trickster has to do at that point is to make the game last as long as possible to increase the chance of that situation happening.
Trickster already has a lot of niche strengths with very environmental depending counterplay that can make him semi-annoying to face since you have to avoid getting downed untill you reach certain structures. Giving him effectively an instawin, when he already has an addon that gives him the oppertunity to do so right now(sort off, death throes refreshes your entire inventory of knives, if you can down 2 people with main event, that means you can keep on slugging), and that addon is underrated since, like trickster himself, it's depending on the environment given to him.
What I personally would change first, is to actually have his m1's count towards Main Event too. The main issue there is that you couldnt hold Main Event at 29 blades so you effectively have it at 99% to save it for a very special occasion, but it would give him the ability to trigger Main Event a lot more often during the match too. Which is what I think he is missing the most. Right now, Main Event's value is quality over quantity, making it very hard to pull off. Turning Main Event into quantity over quality allows Trickster to play a lot more aggressively with his power, getting value out of it even if it's not the best situation.
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@Bennett_They1Them said:
https://forum.deadbydaylight.com/en/discussion/comment/2666141#Comment_2666141
Ubisoft and Popcap make more, unless I'm mistaken (which I could well be)
Ubisoft is a French company and Popcap is from the US.
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@BubbaDredge said:
https://forum.deadbydaylight.com/en/discussion/comment/2665204#Comment_2665204
Dude, you're just creating a new perk and deleting NOED.
I like the idea of the new perk, but am fine with NOED. It's not that great a perk, but it gives survivors a reason to leave.
That is what a rework does, it changes the mechanics while staying true to the original intent. NOED is a way of guaranteeing a kill, effectively making a 4 man escape impossible. There are no perks that make a 4k impossible, and the only mechanic that could reduce the chance of a 4k is bypassed by slugging 1 survivor in a 2v1 scenario, meaning there isnt even a sliver of RNG on there unless the killer allows it. Where NOED is at worst a guaranteed kill without survivors being able to do much about it, and at best RNG where survivors had enough pressure to either do all totems or the totem spawning very far away from where the killer downed the survivor(assuming it didnt spawn on the hardest to find totem).
NOED is problematic the way it is now, reworking it into something that is less problematic but would still be a reason for survivors to leave the match(especially since it would bypass BT and cannot be removed) is healthier for the game. NOED used to be a balanced perk in an older meta, but that meta has changed, and NOED no longer complies to that meta. It's not the only perk that has outdated mechanics, but it is one of the few that does need changing, especially since it's not a teachable.
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@Myla said:
https://forum.deadbydaylight.com/en/discussion/comment/2666140#Comment_2666140
What do you mean safe location? I don't think slugging is toxic not at all. Far from it, Nodding can be toxic. There's really no reason to do it. Slugging is just trying to delay the game and the most optimal way to apply pressure there's nothing inherently bad about it unless you're slugging people to die on the ground then yeah that is toxic but last time I've seen a Killer made everyone bleed out on the ground was over a year ago.
I don't main anything in this game. I have played both sides extensively with 2000+ hours with the game. I fully understand both side's struggles with the game in fact I probably played more survivor now at this point usually Solo Q and only recently tried SWF since I was bored playing alone for years. I have joined random groups on discord to test out the waters and it's been nothing but people calling Killers tunneling and camping when they're not. They've just done stupid saves that encourages the Killer to have no reason to go away. I genuinely have not heard anyone admit they were at fault it was always the killer's fault on one way or another. Don't even get me started on how happy they get when Killers mess up, It's disturbing. If you ever watched toxic streamers swf on Youtube that's basically the experience.
I don't consider a team of survivor outclassing the killer as Toxic or vice versa. Being good at the game isn't toxic. When they rub it in at the exit gates Tbagging or instead of leaving at the exit gates they stay for unnecessary amount of times just waiting to rub it in your face that they escape. You don't have pure intentions at that point, You just want to get a rise out of the killer and that's toxic. Insulting the opposite side whether you're killer or survivor on post game chat is toxic. Say your GGs then go into the next match.
Like I said, slugging for no other reason than just slugging. Like Nurses mass-slugging survivors instead of hooking them even though there are 5 gens left. That's pretty toxic. You know survivors dont have any mechanics at that point so you are basically being a ######### for the sake of being a #########. Which is toxic. Slugging to gain pressure because hooking for pressure would take too long is fine, slugging someone because they are dead on hook and killing them actually removes more pressure from the game than keeping them slugged is fine. Slugging someone untill they bleed to death without any real reason tho, that's toxic. Any other mechanic in the game is easily explainable by the opponent simply trying to grab attention or trying to win(except tbagging/sticking around for no reason in the exitgate/hitting survivors on the hook). And I have faced quite a few, mainly Nurses and Blights, but also Wraiths(so far, they have always been Russian, it seems like there is a certain Russian group that really loves slugging and never hooking which really keeps portraying the stereotype that russians are toxic when the majority really are not.)
I used to main survivor back in the day untill I had about 800 hours(I quit for 2 years, came back mainly playing killer. Played 3000 hours now, 1800-ish hours in killer), played a lot with friends and killer was a bit hard to play with friends unless you had 5 people. And I do agree a lot of players call something tunneling, I literally had someone who plays a lot of killer himself call someone a tunneler even though he was the only survivor that wasnt on a hook. But the thing is, it's kinda the honorary thing to not go after someone who recently was unhooked(they literally dont have a choice in when they get unhooked, they should add a similar feature like holding shift when downed or while injured that teammates cannot heal you onto hooks) except for maybe triggering BT. Just like it's the honorary thing to not stick around in an exit gate if everyone is already saved. Or like its an honorary thing to not bodyblock the killer when there is someone using exploits/hacks. But as many survivors who are like that, a lot of it is said in the heat of the moment and they can only see the game from their own POV. If they reached a second hookstate due to being rescued slightly too late, and were unhooked with the killer chasing them, I would still call that tunneling since you lost a hookstate. Yet I have seen a lot of killers not call it tunneling since they hooked someone else too(even though the second hookstate was after the hook, meaning that technically, they hooked the same survivor twice). It's basically that survivors have faced a lot of killers who dont give a ######### about the enjoyment of survivors, then those killers claiming that survivors only care about the escape when that obviously doesnt matter to a lot of survivors. Survivors care more about an interactive chase, not getting an oppertunity to interactivity would often mean the killer could down them before there was any interactive chase possible. It's why people hated Spirit and Deathslinger so much. It's why some survivors still have a dislike against Doctor, Clown and Hag, because there isnt much interactive potential against these killers unless you have very specific perks or items at your disposal. Then those killers making the already low interactivity even less interactive by proxy-camping, slugging and tunneling, and you have players absolutely hating killers. It's why Bubba has a massive disparity, he is either really fun to face, or really boring depending on what part of his kit is being used. Yet in a lot of games, I tend to start with a dislike when it's Bubba, since more often than not, it ends in someone being facecamped on first hook before the first gen is done. It is understandable why Survivors have grown a bias against killers and celebrate everytime they create a scenario where more interaction is created(blinding a killer often gives a bigger distance, meaning more interaction). And because of that, killers started to grow a dislike to survivors.
Seriously, back in the day, the norm was to facecamp and tunnel in some way or another. Dead Hard was created because Trapper could get around BT with traps. Dead Hard was meant as an escape to Basement Trapper. BT was created to counter facecampers(which is why it originally also protected the unhooker, because otherwise Billy or Myers could just go for an instadown). DS was literally meant to protect people from being tunneled out. Before those perks existed, all survivors ran saboteur because that was the only way someone didnt get facecamped. Every single survivor entitlement existing right now, has sprouted out from entitled killers that didnt give a ######### about enjoyment. Survivors stopped giving a ######### about the enjoyment for killers because killers never cared for their own(ever heard any entitled killer say "I bought the game, I can play however I want"? As if DBD killer is a single player game and survivors are just NPC's). To a point that almost all players will sweat early on untill they created a scenario where they can fool around.
There are moments where I personally dont see tbagging in the exit gate as being toxic, like being chased, camped and then tunneled the entire game only to escape, because at that point, the killer literally ignored 3 other survivors just to remove your enjoyment from the game, just like smashing a survivor on hook isnt always toxic if all they did was be useless to their team only to annoy you(as long as you dont spam it). Entitlement exists heavily on both sides. One of the biggest entitlements I have seen was Tru3 trying to break pallets that werent dropped with Nemesis when he was in the PTB because he felt like that would really be healthy for the game if killers could consistently create deadzones very early on in the game by simply breaking a pallet before a survivor had a chance to loop. Where the biggest entitlement I have seen a survivor, was one of my friends calling a killer a tunneler because they were chased after doing 2 gens. That's quite a big gap of entitlement. Entitled survivor may be a bit more common, but when there is entitlement in killers, its stronger